mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 12:21:04 +00:00
753 lines
21 KiB
C++
753 lines
21 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __DRAWVERT_H__
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#define __DRAWVERT_H__
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// The hardware converts a byte to a float by division with 255 and in the
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// vertex programs we convert the floating-point value in the range [0, 1]
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// to the range [-1, 1] by multiplying with 2 and subtracting 1.
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#define VERTEX_BYTE_TO_FLOAT( x ) ( (x) * ( 2.0f / 255.0f ) - 1.0f )
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#define VERTEX_FLOAT_TO_BYTE( x ) idMath::Ftob( ( (x) + 1.0f ) * ( 255.0f / 2.0f ) + 0.5f )
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// The hardware converts a byte to a float by division with 255 and in the
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// fragment programs we convert the floating-point value in the range [0, 1]
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// to the range [-1, 1] by multiplying with 2 and subtracting 1.
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// This is the conventional OpenGL mapping which specifies an exact
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// representation for -1 and +1 but not 0. The DirectX 10 mapping is
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// in the comments which specifies a non-linear mapping with an exact
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// representation of -1, 0 and +1 but -1 is represented twice.
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#define NORMALMAP_BYTE_TO_FLOAT( x ) VERTEX_BYTE_TO_FLOAT( x ) //( (x) - 128.0f ) * ( 1.0f / 127.0f )
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#define NORMALMAP_FLOAT_TO_BYTE( x ) VERTEX_FLOAT_TO_BYTE( x ) //idMath::Ftob( 128.0f + 127.0f * (x) + 0.5f )
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/*
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================================================
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halfFloat_t
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================================================
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*/
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typedef unsigned short halfFloat_t;
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// GPU half-float bit patterns
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#define HF_MANTISSA(x) (x&1023)
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#define HF_EXP(x) ((x&32767)>>10)
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#define HF_SIGN(x) ((x&32768)?-1:1)
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/*
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========================
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F16toF32
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========================
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*/
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ID_INLINE float F16toF32( halfFloat_t x ) {
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int e = HF_EXP( x );
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int m = HF_MANTISSA( x );
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int s = HF_SIGN( x );
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if ( 0 < e && e < 31 ) {
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return s * powf( 2.0f, ( e - 15.0f ) ) * ( 1 + m / 1024.0f );
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} else if ( m == 0 ) {
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return s * 0.0f;
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}
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return s * powf( 2.0f, -14.0f ) * ( m / 1024.0f );
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}
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/*
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========================
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F32toF16
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========================
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*/
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ID_INLINE halfFloat_t F32toF16( float a ) {
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unsigned int f = *(unsigned *)( &a );
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unsigned int signbit = ( f & 0x80000000 ) >> 16;
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int exponent = ( ( f & 0x7F800000 ) >> 23 ) - 112;
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unsigned int mantissa = ( f & 0x007FFFFF );
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if ( exponent <= 0 ) {
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return 0;
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}
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if ( exponent > 30 ) {
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return (halfFloat_t)( signbit | 0x7BFF );
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}
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return (halfFloat_t)( signbit | ( exponent << 10 ) | ( mantissa >> 13 ) );
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}
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/*
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===============================================================================
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Draw Vertex.
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===============================================================================
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*/
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class idDrawVert {
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public:
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idVec3 xyz; // 12 bytes
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halfFloat_t st[2]; // 4 bytes
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byte normal[4]; // 4 bytes
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byte tangent[4]; // 4 bytes -- [3] is texture polarity sign
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byte color[4]; // 4 bytes
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byte color2[4]; // 4 bytes -- weights for skinning
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float operator[]( const int index ) const;
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float & operator[]( const int index );
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void Clear();
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const idVec3 GetNormal() const;
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const idVec3 GetNormalRaw() const; // not re-normalized for renderbump
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// must be normalized already!
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void SetNormal( float x, float y, float z );
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void SetNormal( const idVec3 & n );
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const idVec3 GetTangent() const;
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const idVec3 GetTangentRaw() const; // not re-normalized for renderbump
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// must be normalized already!
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void SetTangent( float x, float y, float z );
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void SetTangent( const idVec3 & t );
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// derived from normal, tangent, and tangent flag
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const idVec3 GetBiTangent() const;
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const idVec3 GetBiTangentRaw() const; // not re-normalized for renderbump
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void SetBiTangent( float x, float y, float z );
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ID_INLINE void SetBiTangent( const idVec3 & t );
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float GetBiTangentSign() const;
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byte GetBiTangentSignBit() const;
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void SetTexCoordNative( const halfFloat_t s, const halfFloat_t t );
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void SetTexCoord( const idVec2 & st );
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void SetTexCoord( float s, float t );
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void SetTexCoordS( float s );
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void SetTexCoordT( float t );
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const idVec2 GetTexCoord() const;
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const halfFloat_t GetTexCoordNativeS() const;
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const halfFloat_t GetTexCoordNativeT() const;
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// either 1.0f or -1.0f
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ID_INLINE void SetBiTangentSign( float sign );
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ID_INLINE void SetBiTangentSignBit( byte bit );
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void Lerp( const idDrawVert &a, const idDrawVert &b, const float f );
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void LerpAll( const idDrawVert &a, const idDrawVert &b, const float f );
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void SetColor( dword color );
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void SetNativeOrderColor( dword color );
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dword GetColor() const;
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void SetColor2( dword color );
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void SetNativeOrderColor2( dword color );
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void ClearColor2();
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dword GetColor2() const;
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static idDrawVert GetSkinnedDrawVert( const idDrawVert & vert, const idJointMat * joints );
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static idVec3 GetSkinnedDrawVertPosition( const idDrawVert & vert, const idJointMat * joints );
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};
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#define DRAWVERT_SIZE 32
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#define DRAWVERT_XYZ_OFFSET (0*4)
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#define DRAWVERT_ST_OFFSET (3*4)
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#define DRAWVERT_NORMAL_OFFSET (4*4)
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#define DRAWVERT_TANGENT_OFFSET (5*4)
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#define DRAWVERT_COLOR_OFFSET (6*4)
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#define DRAWVERT_COLOR2_OFFSET (7*4)
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assert_offsetof( idDrawVert, xyz, DRAWVERT_XYZ_OFFSET );
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assert_offsetof( idDrawVert, normal, DRAWVERT_NORMAL_OFFSET );
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assert_offsetof( idDrawVert, tangent, DRAWVERT_TANGENT_OFFSET );
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/*
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========================
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VertexFloatToByte
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Assumes input is in the range [-1, 1]
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========================
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*/
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ID_INLINE void VertexFloatToByte( const float & x, const float & y, const float & z, byte * bval ) {
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assert_4_byte_aligned( bval ); // for __stvebx
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#ifdef ID_WIN_X86_SSE2_INTRIN
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const __m128 vector_float_one = { 1.0f, 1.0f, 1.0f, 1.0f };
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const __m128 vector_float_half = { 0.5f, 0.5f, 0.5f, 0.5f };
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const __m128 vector_float_255_over_2 = { 255.0f / 2.0f, 255.0f / 2.0f, 255.0f / 2.0f, 255.0f / 2.0f };
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const __m128 xyz = _mm_unpacklo_ps( _mm_unpacklo_ps( _mm_load_ss( &x ), _mm_load_ss( &z ) ), _mm_load_ss( &y ) );
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const __m128 xyzScaled = _mm_madd_ps( _mm_add_ps( xyz, vector_float_one ), vector_float_255_over_2, vector_float_half );
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const __m128i xyzInt = _mm_cvtps_epi32( xyzScaled );
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const __m128i xyzShort = _mm_packs_epi32( xyzInt, xyzInt );
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const __m128i xyzChar = _mm_packus_epi16( xyzShort, xyzShort );
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const __m128i xyz16 = _mm_unpacklo_epi8( xyzChar, _mm_setzero_si128() );
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bval[0] = (byte)_mm_extract_epi16( xyz16, 0 ); // cannot use _mm_extract_epi8 because it is an SSE4 instruction
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bval[1] = (byte)_mm_extract_epi16( xyz16, 1 );
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bval[2] = (byte)_mm_extract_epi16( xyz16, 2 );
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#else
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bval[0] = VERTEX_FLOAT_TO_BYTE( x );
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bval[1] = VERTEX_FLOAT_TO_BYTE( y );
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bval[2] = VERTEX_FLOAT_TO_BYTE( z );
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#endif
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}
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/*
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========================
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idDrawVert::operator[]
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========================
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*/
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ID_INLINE float idDrawVert::operator[]( const int index ) const {
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assert( index >= 0 && index < 5 );
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return ((float *)(&xyz))[index];
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}
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/*
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========================
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idDrawVert::operator[]
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========================
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*/
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ID_INLINE float &idDrawVert::operator[]( const int index ) {
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assert( index >= 0 && index < 5 );
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return ((float *)(&xyz))[index];
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}
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/*
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========================
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idDrawVert::Clear
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========================
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*/
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ID_INLINE void idDrawVert::Clear() {
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*reinterpret_cast<dword *>(&this->xyz.x) = 0;
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*reinterpret_cast<dword *>(&this->xyz.y) = 0;
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*reinterpret_cast<dword *>(&this->xyz.z) = 0;
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*reinterpret_cast<dword *>(this->st) = 0;
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*reinterpret_cast<dword *>(this->normal) = 0x00FF8080; // x=0, y=0, z=1
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*reinterpret_cast<dword *>(this->tangent) = 0xFF8080FF; // x=1, y=0, z=0
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*reinterpret_cast<dword *>(this->color) = 0;
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*reinterpret_cast<dword *>(this->color2) = 0;
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}
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/*
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========================
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idDrawVert::GetNormal
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========================
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*/
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ID_INLINE const idVec3 idDrawVert::GetNormal() const {
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idVec3 n( VERTEX_BYTE_TO_FLOAT( normal[0] ),
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VERTEX_BYTE_TO_FLOAT( normal[1] ),
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VERTEX_BYTE_TO_FLOAT( normal[2] ) );
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n.Normalize(); // after the normal has been compressed & uncompressed, it may not be normalized anymore
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return n;
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}
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/*
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========================
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idDrawVert::GetNormalRaw
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========================
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*/
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ID_INLINE const idVec3 idDrawVert::GetNormalRaw() const {
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idVec3 n( VERTEX_BYTE_TO_FLOAT( normal[0] ),
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VERTEX_BYTE_TO_FLOAT( normal[1] ),
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VERTEX_BYTE_TO_FLOAT( normal[2] ) );
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// don't re-normalize just like we do in the vertex programs
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return n;
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}
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/*
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========================
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idDrawVert::SetNormal
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must be normalized already!
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========================
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*/
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ID_INLINE void idDrawVert::SetNormal( const idVec3 & n ) {
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VertexFloatToByte( n.x, n.y, n.z, normal );
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}
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/*
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========================
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idDrawVert::SetNormal
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========================
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*/
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ID_INLINE void idDrawVert::SetNormal( float x, float y, float z ) {
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VertexFloatToByte( x, y, z, normal );
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}
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/*
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========================
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&idDrawVert::GetTangent
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========================
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*/
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ID_INLINE const idVec3 idDrawVert::GetTangent() const {
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idVec3 t( VERTEX_BYTE_TO_FLOAT( tangent[0] ),
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VERTEX_BYTE_TO_FLOAT( tangent[1] ),
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VERTEX_BYTE_TO_FLOAT( tangent[2] ) );
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t.Normalize();
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return t;
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}
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/*
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========================
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&idDrawVert::GetTangentRaw
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========================
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*/
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ID_INLINE const idVec3 idDrawVert::GetTangentRaw() const {
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idVec3 t( VERTEX_BYTE_TO_FLOAT( tangent[0] ),
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VERTEX_BYTE_TO_FLOAT( tangent[1] ),
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VERTEX_BYTE_TO_FLOAT( tangent[2] ) );
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// don't re-normalize just like we do in the vertex programs
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return t;
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}
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/*
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========================
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idDrawVert::SetTangent
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========================
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*/
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ID_INLINE void idDrawVert::SetTangent( float x, float y, float z ) {
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VertexFloatToByte( x, y, z, tangent );
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}
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/*
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========================
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idDrawVert::SetTangent
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========================
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*/
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ID_INLINE void idDrawVert::SetTangent( const idVec3 & t ) {
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VertexFloatToByte( t.x, t.y, t.z, tangent );
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}
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/*
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========================
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idDrawVert::GetBiTangent
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========================
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*/
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ID_INLINE const idVec3 idDrawVert::GetBiTangent() const {
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// derive from the normal, tangent, and bitangent direction flag
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idVec3 bitangent;
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bitangent.Cross( GetNormal(), GetTangent() );
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bitangent *= GetBiTangentSign();
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return bitangent;
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}
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/*
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========================
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idDrawVert::GetBiTangentRaw
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========================
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*/
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ID_INLINE const idVec3 idDrawVert::GetBiTangentRaw() const {
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// derive from the normal, tangent, and bitangent direction flag
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// don't re-normalize just like we do in the vertex programs
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idVec3 bitangent;
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bitangent.Cross( GetNormalRaw(), GetTangentRaw() );
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bitangent *= GetBiTangentSign();
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return bitangent;
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}
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/*
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========================
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idDrawVert::SetBiTangent
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========================
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*/
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ID_INLINE void idDrawVert::SetBiTangent( float x, float y, float z ) {
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SetBiTangent( idVec3( x, y, z ) );
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}
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/*
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========================
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idDrawVert::SetBiTangent
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========================
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*/
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ID_INLINE void idDrawVert::SetBiTangent( const idVec3 &t ) {
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idVec3 bitangent;
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bitangent.Cross( GetNormal(), GetTangent() );
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SetBiTangentSign( bitangent * t );
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}
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/*
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========================
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idDrawVert::GetBiTangentSign
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========================
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*/
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ID_INLINE float idDrawVert::GetBiTangentSign() const {
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return ( tangent[3] < 128 ) ? -1.0f : 1.0f;
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}
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/*
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========================
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idDrawVert::GetBiTangentSignBit
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========================
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*/
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ID_INLINE byte idDrawVert::GetBiTangentSignBit() const {
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return ( tangent[3] < 128 ) ? 1 : 0;
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}
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/*
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========================
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idDrawVert::SetBiTangentSign
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========================
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*/
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ID_INLINE void idDrawVert::SetBiTangentSign( float sign ) {
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tangent[3] = ( sign < 0.0f ) ? 0 : 255;
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}
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/*
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========================
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idDrawVert::SetBiTangentSignBit
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========================
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*/
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ID_INLINE void idDrawVert::SetBiTangentSignBit( byte sign ) {
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tangent[3] = sign ? 0 : 255;
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}
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/*
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========================
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idDrawVert::Lerp
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========================
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*/
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ID_INLINE void idDrawVert::Lerp( const idDrawVert &a, const idDrawVert &b, const float f ) {
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xyz = a.xyz + f * ( b.xyz - a.xyz );
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SetTexCoord( ::Lerp( a.GetTexCoord(), b.GetTexCoord(), f ) );
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}
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/*
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========================
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idDrawVert::LerpAll
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========================
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*/
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ID_INLINE void idDrawVert::LerpAll( const idDrawVert &a, const idDrawVert &b, const float f ) {
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xyz = ::Lerp( a.xyz, b.xyz, f );
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SetTexCoord( ::Lerp( a.GetTexCoord(), b.GetTexCoord(), f ) );
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idVec3 normal = ::Lerp( a.GetNormal(), b.GetNormal(), f );
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idVec3 tangent = ::Lerp( a.GetTangent(), b.GetTangent(), f );
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idVec3 bitangent = ::Lerp( a.GetBiTangent(), b.GetBiTangent(), f );
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normal.Normalize();
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tangent.Normalize();
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bitangent.Normalize();
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SetNormal( normal );
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SetTangent( tangent );
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SetBiTangent( bitangent );
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color[0] = (byte)( a.color[0] + f * ( b.color[0] - a.color[0] ) );
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color[1] = (byte)( a.color[1] + f * ( b.color[1] - a.color[1] ) );
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color[2] = (byte)( a.color[2] + f * ( b.color[2] - a.color[2] ) );
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color[3] = (byte)( a.color[3] + f * ( b.color[3] - a.color[3] ) );
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color2[0] = (byte)( a.color2[0] + f * ( b.color2[0] - a.color2[0] ) );
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color2[1] = (byte)( a.color2[1] + f * ( b.color2[1] - a.color2[1] ) );
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color2[2] = (byte)( a.color2[2] + f * ( b.color2[2] - a.color2[2] ) );
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color2[3] = (byte)( a.color2[3] + f * ( b.color2[3] - a.color2[3] ) );
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}
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/*
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========================
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idDrawVert::SetNativeOrderColor
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========================
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*/
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ID_INLINE void idDrawVert::SetNativeOrderColor( dword color ) {
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*reinterpret_cast<dword *>(this->color) = color;
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}
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/*
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========================
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idDrawVert::SetColor
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========================
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*/
|
|
ID_INLINE void idDrawVert::SetColor( dword color ) {
|
|
*reinterpret_cast<dword *>(this->color) = color;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::SetColor
|
|
========================
|
|
*/
|
|
ID_INLINE dword idDrawVert::GetColor() const {
|
|
return *reinterpret_cast<const dword *>(this->color);
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::SetTexCoordNative
|
|
========================
|
|
*/
|
|
ID_INLINE void idDrawVert::SetTexCoordNative( const halfFloat_t s, const halfFloat_t t ) {
|
|
st[0] = s;
|
|
st[1] = t;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::SetTexCoord
|
|
========================
|
|
*/
|
|
ID_INLINE void idDrawVert::SetTexCoord( const idVec2 & st ) {
|
|
SetTexCoordS( st.x );
|
|
SetTexCoordT( st.y );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::SetTexCoord
|
|
========================
|
|
*/
|
|
ID_INLINE void idDrawVert::SetTexCoord( float s, float t ) {
|
|
SetTexCoordS( s );
|
|
SetTexCoordT( t );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::SetTexCoordS
|
|
========================
|
|
*/
|
|
ID_INLINE void idDrawVert::SetTexCoordS( float s ) {
|
|
st[0] = F32toF16( s );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::SetTexCoordT
|
|
========================
|
|
*/
|
|
ID_INLINE void idDrawVert::SetTexCoordT( float t ) {
|
|
st[1] = F32toF16( t );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::GetTexCoord
|
|
========================
|
|
*/
|
|
ID_INLINE const idVec2 idDrawVert::GetTexCoord() const {
|
|
return idVec2( F16toF32( st[0] ), F16toF32( st[1] ) );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::GetTexCoordNativeS
|
|
========================
|
|
*/
|
|
ID_INLINE const halfFloat_t idDrawVert::GetTexCoordNativeS() const {
|
|
return st[0];
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::GetTexCoordNativeT
|
|
========================
|
|
*/
|
|
ID_INLINE const halfFloat_t idDrawVert::GetTexCoordNativeT() const {
|
|
return st[1];
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::SetNativeOrderColor2
|
|
========================
|
|
*/
|
|
ID_INLINE void idDrawVert::SetNativeOrderColor2( dword color2 ) {
|
|
*reinterpret_cast<dword *>(this->color2) = color2;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::SetColor
|
|
========================
|
|
*/
|
|
ID_INLINE void idDrawVert::SetColor2( dword color2 ) {
|
|
*reinterpret_cast<dword *>(this->color2) = color2;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::ClearColor2
|
|
========================
|
|
*/
|
|
ID_INLINE void idDrawVert::ClearColor2() {
|
|
*reinterpret_cast<dword *>(this->color2) = 0x80808080;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idDrawVert::GetColor2
|
|
========================
|
|
*/
|
|
ID_INLINE dword idDrawVert::GetColor2() const {
|
|
return *reinterpret_cast<const dword *>(this->color2);
|
|
}
|
|
|
|
/*
|
|
========================
|
|
WriteDrawVerts16
|
|
|
|
Use 16-byte in-order SIMD writes because the destVerts may live in write-combined memory
|
|
========================
|
|
*/
|
|
ID_INLINE void WriteDrawVerts16( idDrawVert * destVerts, const idDrawVert * localVerts, int numVerts ) {
|
|
assert_sizeof( idDrawVert, 32 );
|
|
assert_16_byte_aligned( destVerts );
|
|
assert_16_byte_aligned( localVerts );
|
|
|
|
#ifdef ID_WIN_X86_SSE2_INTRIN
|
|
|
|
for ( int i = 0; i < numVerts; i++ ) {
|
|
__m128i v0 = _mm_load_si128( (const __m128i *)( (byte *)( localVerts + i ) + 0 ) );
|
|
__m128i v1 = _mm_load_si128( (const __m128i *)( (byte *)( localVerts + i ) + 16 ) );
|
|
_mm_stream_si128( (__m128i *)( (byte *)( destVerts + i ) + 0 ), v0 );
|
|
_mm_stream_si128( (__m128i *)( (byte *)( destVerts + i ) + 16 ), v1 );
|
|
}
|
|
|
|
#else
|
|
|
|
memcpy( destVerts, localVerts, numVerts * sizeof( idDrawVert ) );
|
|
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idDrawVert::GetSkinnedDrawVert
|
|
=====================
|
|
*/
|
|
ID_INLINE idDrawVert idDrawVert::GetSkinnedDrawVert( const idDrawVert & vert, const idJointMat * joints ) {
|
|
if ( joints == NULL ) {
|
|
return vert;
|
|
}
|
|
|
|
const idJointMat & j0 = joints[vert.color[0]];
|
|
const idJointMat & j1 = joints[vert.color[1]];
|
|
const idJointMat & j2 = joints[vert.color[2]];
|
|
const idJointMat & j3 = joints[vert.color[3]];
|
|
|
|
const float w0 = vert.color2[0] * ( 1.0f / 255.0f );
|
|
const float w1 = vert.color2[1] * ( 1.0f / 255.0f );
|
|
const float w2 = vert.color2[2] * ( 1.0f / 255.0f );
|
|
const float w3 = vert.color2[3] * ( 1.0f / 255.0f );
|
|
|
|
idJointMat accum;
|
|
idJointMat::Mul( accum, j0, w0 );
|
|
idJointMat::Mad( accum, j1, w1 );
|
|
idJointMat::Mad( accum, j2, w2 );
|
|
idJointMat::Mad( accum, j3, w3 );
|
|
|
|
idDrawVert outVert;
|
|
outVert.xyz = accum * idVec4( vert.xyz.x, vert.xyz.y, vert.xyz.z, 1.0f );
|
|
outVert.SetTexCoordNative( vert.GetTexCoordNativeS(), vert.GetTexCoordNativeT() );
|
|
outVert.SetNormal( accum * vert.GetNormal() );
|
|
outVert.SetTangent( accum * vert.GetTangent() );
|
|
outVert.tangent[3] = vert.tangent[3];
|
|
for ( int i = 0; i < 4; i++ ) {
|
|
outVert.color[i] = vert.color[i];
|
|
outVert.color2[i] = vert.color2[i];
|
|
}
|
|
return outVert;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idDrawVert::GetSkinnedDrawVertPosition
|
|
=====================
|
|
*/
|
|
ID_INLINE idVec3 idDrawVert::GetSkinnedDrawVertPosition( const idDrawVert & vert, const idJointMat * joints ) {
|
|
if ( joints == NULL ) {
|
|
return vert.xyz;
|
|
}
|
|
|
|
const idJointMat & j0 = joints[vert.color[0]];
|
|
const idJointMat & j1 = joints[vert.color[1]];
|
|
const idJointMat & j2 = joints[vert.color[2]];
|
|
const idJointMat & j3 = joints[vert.color[3]];
|
|
|
|
const float w0 = vert.color2[0] * ( 1.0f / 255.0f );
|
|
const float w1 = vert.color2[1] * ( 1.0f / 255.0f );
|
|
const float w2 = vert.color2[2] * ( 1.0f / 255.0f );
|
|
const float w3 = vert.color2[3] * ( 1.0f / 255.0f );
|
|
|
|
idJointMat accum;
|
|
idJointMat::Mul( accum, j0, w0 );
|
|
idJointMat::Mad( accum, j1, w1 );
|
|
idJointMat::Mad( accum, j2, w2 );
|
|
idJointMat::Mad( accum, j3, w3 );
|
|
|
|
return accum * idVec4( vert.xyz.x, vert.xyz.y, vert.xyz.z, 1.0f );
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
Shadow Vertex
|
|
===============================================================================
|
|
*/
|
|
class idShadowVert {
|
|
public:
|
|
idVec4 xyzw;
|
|
|
|
void Clear();
|
|
static int CreateShadowCache( idShadowVert * vertexCache, const idDrawVert *verts, const int numVerts );
|
|
};
|
|
|
|
#define SHADOWVERT_XYZW_OFFSET (0)
|
|
|
|
assert_offsetof( idShadowVert, xyzw, SHADOWVERT_XYZW_OFFSET );
|
|
|
|
ID_INLINE void idShadowVert::Clear() {
|
|
xyzw.Zero();
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
Skinned Shadow Vertex
|
|
===============================================================================
|
|
*/
|
|
class idShadowVertSkinned {
|
|
public:
|
|
idVec4 xyzw;
|
|
byte color[4];
|
|
byte color2[4];
|
|
byte pad[8]; // pad to multiple of 32-byte for glDrawElementsBaseVertex
|
|
|
|
void Clear();
|
|
static int CreateShadowCache( idShadowVertSkinned * vertexCache, const idDrawVert *verts, const int numVerts );
|
|
};
|
|
|
|
#define SHADOWVERTSKINNED_XYZW_OFFSET (0)
|
|
#define SHADOWVERTSKINNED_COLOR_OFFSET (16)
|
|
#define SHADOWVERTSKINNED_COLOR2_OFFSET (20)
|
|
|
|
assert_offsetof( idShadowVertSkinned, xyzw, SHADOWVERTSKINNED_XYZW_OFFSET );
|
|
assert_offsetof( idShadowVertSkinned, color, SHADOWVERTSKINNED_COLOR_OFFSET );
|
|
assert_offsetof( idShadowVertSkinned, color2, SHADOWVERTSKINNED_COLOR2_OFFSET );
|
|
|
|
ID_INLINE void idShadowVertSkinned::Clear() {
|
|
xyzw.Zero();
|
|
}
|
|
|
|
#endif /* !__DRAWVERT_H__ */
|